In this paper, we examine how specific features of participation and feedback can predict the length of membership within a user generated content based online community called 'Everything2'. Examining almost 10 years of server data we found that not all feedback is the same: feedback on the user's initial contribution was the strongest factor explaining membership length. Receiving one negative initial feedback did not significantly affect membership, but sequential negative initial feedback decreased the likelihood of staying longer on the site.

Purchasing virtual goods, or items, is a popular practice in social games. In this study, we examined users' virtual item purchasing patterns by analyzing user behavior and virtual item sales through log data from a popular social game service in South Korea. In a dual-currency system where items could be purchased with either real money (coins) or virtual cash earned through activities (beans), we found that high spenders purchase more items with coins than beans, while low spenders invested more time and labor to purchase with beans rather than coins. Also, high spenders were buying items for decorative purposes while low spenders were buying consumable play-oriented items necessary to sustain playing the game.

Social network sites (SNSs) are bundles of information and communication tools that can be used to support collaboration, among other uses. In a qualitative study of adult Facebook users (N=18), we found that some users did turn to the site for information uses that are embedded in social activities, including organizing events, establishing online groups, and seeking information. We also discuss the features of Facebook that respondents discussed as being important to these uses.